At the far reaches of CORE influence, in space inhabited by the fringes of society, lie wild, lawless sectors filled with unmapped .roid fields, ancient wrecks and unimagined dangers… a place called BorderSpace.
Borderspace is an online persistent open-world first person space flight MMO. The game world starts at the fringe of an established technocratic society (the CORE), and expands outward from there with increasing danger and lawlessness as you proceed further into the gritty frontier and away from established society. Players will be able to fly, fight, trade, mine, explore, build, craft and interact on their own terms in a vast universe of thousands of systems. The economy is an open market where anything in the game can be bought or sold. Unlike other recent games, in BorderSpace there are no pre-set factions and alignments. All players are from a single race. Over time they will form their own factions and alliances.
The story is an old one — one of pioneering spirit, of people with unique courage and vision pushing out to the limits of civilization to carve out their own space. A story that fits perfectly with the game’s sandbox nature.
The BorderSpace team largely comes from a dedicated group of players from Jumpgate that date all the way back the game’s original beta stages back in 2000.
Chris (Teeleton) Regan has established Philter GameWorks as lead programmer and designer and seeks to self-publish the title. Our swarthy team of cuthroats, prospectors, and gamblers consists of contributors of story elements (Mark ‘Ambrosius’ Rostien), design (Steve ‘Istvan’ Hartmeyer), client and server code (Gary ‘Smegit’ Ingram, Mathew ‘Sephiroth’ Power, Mike ‘Tikigod’ Ford, and Richard ‘ikonict’ Horvath), concept pieces (Ben ‘kiteman’ Prayogo, Richard ‘dozza’ Dorran), and web integration (David ‘Knossos’ Edwards).
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Red Rover is a first-person exploration game inspired by Myst, Proteus, and 2001: A Space Odyssey. The game uses actual topographical data collected by NASA from Mars orbit to allow players to walk on a faithful recreation of the red planet’s surface. Additionally, however, the player’s exploration will uncover surreal elements in the landscape which will lead them through an original narrative outlining the course of humanity’s voyage from Terra to Mars. Visiting locales from both planets (and others in between), and exploring the interrelationships that exist between them, the game will – with a balance of hard, speculative science-fiction and contemplative, first-person exploration – encourage players to look at Mars in a new light: not as an alien world, but as a new home. Red Rover is currently in early pre-alpha stages, and needs further funding in order to complete a more fleshed-out prototype for iteration and review.
I recently left a reasonable but unrelated day job to go “full indie” — meaning in this case that I work from a friend’s bedroom and try not to annoy the latter’s cats. In my spare time, I help organise the Mount Royal Game Society, a supportive community of independent and hobbyist game developers in Montreal.
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Paradis Perdus is a game of exploration and contemplation, and it is all about transmitting the idea of not belonging. You find yourself in a beautiful world, green and full of life, but soon realize that your mere presence poses a problem. The world you are in is beautiful and green, but the moment you get into it, you start infecting everything, and the world starts decaying, until it eventually ceases to exist. You can choose to exit the world, and then it will heal itself, but then, of course, you don’t get to enjoy it, because you’re not there any more. Alternatively, you can stay in the world and watch it die.
There’s an alpha of the game available for free on the website (Mac and Windowns, Linux version coming very soon). Check it out and experience this world for yourself.
The team is a bunch of students of a French video game grad school called ENJMIN. We are Sergey Mohov (game design, programming), Fabian Bodet (artwork, artistic direction), Matthieu Bonneau (sound design, music) and Michèle Kopff (music).
The handy link:
Rebirth is a survival horror sandbox game. Rebirth aims to successfully combine horror and action by using Day and Night as integral parts of gameplay. During the day Rebirth plays more like a survival horror shooter, with action and scavenging as well as survival aspects. At night the game takes a turn for horror. Rebirth will feature procedurally generated horror events and buildings as well as emergent gameplay. Our goal is to create a horror game that changes every time you play!
- Full Body Awareness – Look down, see your legs. Check your body for injuries.
- AI with senses, goals and advanced behaviors, such as actively searching for you when they lose sight of you, or going to where they heard unusual noises.
- Emergent gameplay – Random events scattered throughout the world. Your house may be raided, or maybe you’ll walk into a house and the door will suddenly lock behind you, leaving you at the mercy of whatever vengeful entity lives within!
- Survival based gameplay – Scavenge. Find food, weapons, medical supplies, ammo, and scavenge for shelter. Try to survive the night.
- Barricade yourself and fortify a position.
- Meaningful death.
- RPG elements – Improve your character over time.
- Multiplayer – After most mechanics are complete.
Rebirth was started as my own personal hobby project. I am a software developer by day, indie game dev by night. I pour all my spare time and money into this project and have built all the systems entirely from scratch. I have also done some art, sound, and pretty much everything not involving 3d art. For this, I have used the talents of some of my team members, who have contributed art created in their spare time to help with the project. Our artists are hard pressed for money, so they could definitely use the help!
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TRI will be a first-person game with environmental puzzles; it is inspired by great games like “Portal”, “Thief” and “Zelda”. The main gameplay consists of creating triangles to move around, connecting platforms, walking on walls, reflecting light rays and following strange floating creatures in a mindbending 3D environment.
Rat King Entertainment, a small game dev company with two members, was founded in 2011. So far they created two commercial games, Pitman and Tumblox, for Windows/Mac and iOS devices. They mainly work with Photoshop, 3dsmax, Unity and sometimes Haxe, and often they love to participate in game jams like Ludum Dare and the Global Game Jam.
The handy link:
Who are you ?
We are Loft Games, a small UK based indie studio made up of 4 young people, each working on induvidual projects. We are primarily known for our RPGs and platformers but are interested in expanding. We may be young but we have been producing interactive software for over two decades when you combine our experience and we believe our fresh, new ideas could genuinely bring indie gaming to a new era, just as titles like Castle Crashers, Super Meat Boy and Minecraft have before.
What project will the Indie Dev Grant be helping you complete?
We plan to use the money to complete our unfinished FPS, RubyFire. RubyFire is an FPS which, hopefully, will make you think less of annual console series and more of genuine classics. Due to budget constraints, we have been keeping RubyFire in a dormant state for a few months now but are keen to get back on track with an aim of a release in Q3 2013.
While this is our first foray into the market of indie FPS, we hope that with your help and assitence, we can create an interactive experience with diverse gameplay as well as a strong plot, something we are taking very seriously, to the point that we plan on employing some of our more literally competent friends to create a diverse plot without holding back the progression of the gameplay. We plan to include open world sections, as well as closed levels and, should we be given sufficient funds, multiplayer segments, hosted on Loft servers.
We believe that RubyFire is perhaps one of the best games you could possibly support and you know your money will be going somewhere good. Instead of wasting money on expensive and pointless equipment, we plan to keep relatively low budget while still producing a great game.
What would happen to any excess money though? The fairest thing possible of course, it will be reinvested in future BiaB Indie Dev Grants.
Thank you for your time and I truly hope you consider Loft Games worthy of the Indie Dev Grant.
are a small basement operation in Victoria, BC (Canada). They have been working full-time for just over a year now on their headliner game, Karst
. It’s a first-person physics puzzle game, with a survival-game ambiance and unique graphics.
Here’s what they are saying: “We really love what we’re doing, and will keep making games we think you’ll love for as long as we can; but we could use your help. For more information on us and our games, check out our site“.